Gang Beasts

Gang Beasts

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Gang Beasts Maps Tier List?!
By Milky Mike
Forget the players, the main deciding factor for victory in gang beasts in 80% of the maps here is map knowledge and survivability. I'm gonna give my opinion on the best/worst maps for fun and having a good fight.

   
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Introduction:
Look, it's been a while since I made this guide, and since the developers have added two fresh maps to the Online Melee queue. So, I'm gonna revamp this tier list with a few new things.

A) Before I start the actual guide, I will put my OLD rankings along with 1-2 sentences of why they were there. This will give you context to reference, as I will aptly talk about what changed in the maps, and if the changes were GOOD or BAD.

B) I will use actual tiers this time, not ranking from worst to best. Just so you know, these are not and never have been about my opinions. For instance, I love Towers unconditionally. I never put it at the top of my list, however, because I understand where it's faults lie. I will try to keep this as impartial as possible to maintain the integrity of the list.

C) The 4 main factors for a stage being fun are as follows:
1. Interesting Mechanics (such as vents having anti-gravity or the map physically moving, like Containers)
2. Fairness (No map is really "fair", but some are unnecessarily punishing, while others are simply impossible to kill others on, more on that later.)
3. Unique Dynamics (the stage changing during the fight. Escalations are the key, but also some minor parts, like the Train losing the back half at the start of a fight, or Tower stairs loosening)
4. Edges and Eliminations (Maps that opponents can suicide you easily, called "Walk-offs", will be lower than ones that make you earn kills. Also, bonus points for unique ways to either eliminate opponents or escape eliminations.)


Alley is not included, because it is not in the general map pool.
This is entirely based around Melee mode. This has nothing to do with Gang mode or Waves mode.
Without further ado, lets start with the old list.
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18. Buoy
Water mechanics used to be extremely punishing. And as it was the sole map that used them, Buoy was susceptible to being the bottom of the barrel. The fact that the map offered not much else didn't help, either.

17. Billboard
This map was suicider city. I get it, it's supposed to be unsafe. But there's a difference between punishing you for being reckless, and punishing you for walking forward.

16. Elevators
The map was plagued with bugs, often linked to certain clothing items. I'm not making that up, either, it's true. I still loved it, but understand that when the map has a 50/50 chance to just...break, that's not very fun. Was great when it worked though...

15. Crates
Bad map collision issues, ropes had SOOO much priority, it basically screwed everyone. Lovely aesthetic, and the most iconic GB map, but not fair or fun for the most part.

14. Chutes
The safe zone of this map was TOO safe, and encouraged campy playstyles and just...not playing the game at all. Great concept if you ignore that, though.

13. Train
More moving parts did NOT mean better map. The turns were strange, and the escalation made sure it never went to overtime. Not awful, but I didn't have much good to say about it, either.

12. Subway
Interesting elimination methods, good layout, lots of fun to be had. However, not fair or engaging in many cases. Too often would people attempt to gimmick each other on the tracks, only for them to inadvertently suicide.

11. Girders
Middle ground map, good ideas, good concept, a bit unforgiving at times towards hardier fighters, but never unfair.

10. Vents
This is airborne fighting done right. I'm not too pleased about how the suck and blow didn't really do anything when you were grabbed onto the side or under the fan, so games would end up going for really long when they shouldn't have.

9. Lighthouse
Final destination, flat ground and mild ledge durability, allows for you to try to shape the terrain to your advantage and promotes smart playing, but overall, a very basic and decent map.

8. Towers
I love towers. Nothing super special about it, save for the always narrow walking space, but nothing really struck me as *bad*. It made GB feel like a fresh FIGHTING game except when people would just run away.

7. Incinerator
Boxes didn't exist, map was strangely large but also very fun. Didn't encourage running away despite it's size, and the eliminations were always earned to a degree.

6. Grind
Extremely well done map, save one issue. Every elimination had a gimmick. The side grinders killed people once in a blue moon, the center grinders were handstand jump-off gimmicks, and the pink goop was easily escapable.

5. Trucks
Amazing 'moving' map with great gimmicks and eliminations, plus room to jump between the trucks to change your fights. Camping the inside of truck was stupid.

4. Gondolas
Small map, highly interactable. The ropes were much more fair than containers, and the ledges were difficult to get undeserving eliminations. Using the board was always a great dynamic.

3. Blimp
Grappler city, the round nature of it favors those with technical prowess and knowledge of how throwing and recovering works. Lovely map.

2. Ring
Skill against skill alone. There are no gimmicks, no bells or whistles, just a few beefs in between these ropes in the squared circle. Would be #1 if you couldn't kick opponents under ropes.

1. Roof
Lots of space but not much running room. Lots of great terrain, interesting mechanics, ledge is perfect height. It's a legit amazing map with little to no downsides for a good, fun, fair fight.

Thus concludes the old list.
:--The New List--:
Going forward, the maps may change a bit, and I will revitalize the guide accordingly. For instance, if water mechanics are changed, I will most likely change the positions of the three water maps accordingly. With that said, let's go into tiers.

F Tier: Basically means broken beyond repair, unplayable, etc. Not even old Buoy reaches this point. Just so nobody gets angry, no maps are currently in F tier as we speak.

D Tier: Unbalanced, has glaring, easy to fix issues, or the overall design of the map isn't very good, or the map has nothing useful to add to the game. Usually the former, not the latter.

C Tier: Usually means a map is mediocre and underwhelming, OR it has some bad mechanics that hinder it, but is also offset by how good the design behind it is.

B Tier: Good maps, for a plethora of reasons. Not creme de la creme, but you aren't UNHAPPY that you got it.

A Tier: Great maps that go the extra miles to make a fun and enjoyable experience. Overall, the maps you hope to get.

S Tier: Reserved for our top map.
F Tier
There's nobody here. Good. If a map winds it's way here, there's a big, undeniable issue.
D Tier:
Starting with our worst map, we have our newly promoted friend, Wheel!


Wheel is a loud map. It's intense, it has a lot going on, it feels like it should churn out eliminations at the speed of smell. But if anything, it's underwhelming. I will enunciate this so you understand.

I HAVE NOT PLAYED A SINGLE GAME OF WHEEL THAT HASN'T GONE TO TIME.

Every single time I get this map, it's a minute of fun, and 3 minutes of waiting for people in the water to die. Way too easy to escape the water now, and it's never a real hazard, especially on this map with it's easily accessible support beams. When I knock someone out for the full six second countdown and throw them in the water after only 1 second has passed, I'd like for that to eliminate my opponent, not for them to wake up 5 seconds later, spend 15 seconds swimming to a support beam, climbing out, and then doing it all over again.

Wheel has a real B+ look, and a real D- experience.




Billboard is up next.To nobody's surprise, the minimal changes they did to this map to make it implode faster and more vigorously did absolutely nothing to change how pitiful it is. You could have done ANYTHING to make it better. Removing the slant on the platform (which makes it easier to fall off) or giving us a camera swap that lets us see the back side easily to making it harder to drop the bottom panels. Hell, I would settle for giving us a bucket of paint on the map that gives the map a little more to DO. You could have the 't' blotted out to make the bucket say "Pain" on it, that would be cute. But because this map is a big stinker, it's getting the D tier.



I was really torn on this one. I was thinking to myself, "Train didn't change much, does it really deserve D tier? Like, REALLY?! Below some other maps it used to be above?" And after thinking long and hard, I decided it does deserve a spot down here. Train was anything but fair beforehand, but because of how much bigger a role movement and control plays in combat now after the combat system overhaul, Train basically makes it not only unfair, but also unfun. In a Gang Beasts game where movement and control are key, a map that jostles you just to jostle you is extremely annoying. I wouldn't go so far as to say this map is stinky, but it's at least smelly. So I give it a D+, high D tier.
C Tier:


Good Job, Buoys! You did well! You're no longer the worst!

First, let's look at the pros. More ice is involved, lower friction and slipping occurs, and there's a really cool escalation added as well! Lovely, all good stuff. You did really well so far, buoy.

But wasn't water made worse?

Yes and no...Water was made less deadly, which works in Buoy's case. Overall, water is a delayed elimination, one that you slowly sink and can try to climb out of. In Buoy, there's nothing to climb. Either you are holding on the edge of the ice or you aren't. There is no in between. So eliminations are much more confirmed than in Wheel.

The water is an improvement, but I want to ask Boneloaf for a favor. Can you at LEAST make it so that knocked out opponents sink faster in water? Or at least start to sink instantly? Something that makes KOs worthwhile on Water maps.



Subway is next, with a few awesome changes:
-water puddle exists, actually causes you to slip like Ice does
-getting hit by a train can randomly decide that it doesn't wanna eliminate you.

Great changes, Subway. C tier. You're still 'ehhhh' but maybe one day you won't suck so bad. The main reason Subway sucks is because of how easy it is to gimmick a suicide. Hell, some people don't even know how to climb up on this map.



Chutes has not undergone any changes that make it drastically different. Overall, it's still a solid map with a campy back platform, but it's a bit easier to climb there now? It's improved a bit aesthetically, too. Not enough to really change it's position.

Overall, though, I love the concept of stuff falling from the sky to dodge and to use to mess up your opponents into sneaky and skillful eliminations. It's just that...that's not how this map usually plays out.



Containers has been bumped up a little, like Buoy, and for good reason. The ropes feel different. Originally, the biggest issues with this map was that it moved too much, and that the ropes had so much priority, jumps that normally would work would instead send you careening off the edge. Now, something has been fixed. The map still feels meh, but it's a good improvement and I've found myself dying stupidly much less often, and I feel like it's a bit fairer now.

C tier is deserving for this map that has shown some decent improvement. I am a fan of how dropping ONE crate does not usually drop the second one with it now.
B Tier:


Girders is always a solid map, in the metaphysical sense, not in the literal sense. Yes, it's dangerous to fight on, but it's not unprecedented or hard to predict. You know exactly what you're getting into when you play this map. Lots of maneuverability, lots of character and charm put into this map. You can choose to fight on one of 3 areas: A staircase area with brick walls that fall pretty easily and lead to some crazy people fighting for that area, A wet concrete jungle that will make you fall through the floor if you play too reckless, or a planked off area that requires precision to navigate, but always has the coolest eliminations because of the risk.

Honestly, there's a lot going on in such a simple map. And it's not unfair. That being said, it IS simple, and other maps do a better job of interesting twists on simple maps.



BLIMP?!? Wasn't this map a contender for S tier?

Not anymore. Recovering on this map has been made extremely difficult, the underpart draft gimps basically anyone who plays too risky, being on the wings is a no-no, and because of the rotation of the blimp, suiciding is back and it is RAMPANT on this map. Please...please stop making the blimp rotate. Some people will disagree, but the rotating on the blimp has completely neutered this map.

Overstatements aside, I still love this map. It's still a grappler paradise, and the rotation does bring about a certain charm, but at the cost of fairness. What used to be awesome midair knockouts followed by an epic recovery have been demoted to midair suicides followed by banshee-like screeching. Solid B tier.



Flying is still fun. Vents, like many maps, received minor improvements that make its rank hardly move. You now have a MUCH harder time recovering from the bottom of the stage, so be careful. That being said, the suck also has increased in power, so be careful of that, too. Basically, the stage has become more lethal to get rid of how long some Vent matches would take. Improvements I can get behind, but I can't bring myself to make Vent any higher when there are more deserving maps ahead.

However, Vents is very unique, and with the new way the wind works, people might just find new ways to eliminate opponents now. This one can change depending on circumstance.



Towers is much in the same ballpark as Vents. Not many changes, although it looks so much cooler with the smog. Great map that brings a more linear style to the game due to narrow walkways.

The stairs and ladder cheese you can pull off is quite impressive at times, but generally, this is just gonna end up as meat slap fest until someone gets wise and baits the opponent into something dumb.



Lighthouse. This map is boring, but in a good way. Think of this map like the Cheerios of Gang Beasts. A lot of customization you can do to your environment to fight on your own terms, but also semi-weak fencing so you can bust a good elimination spot open for yourself. Basic and lovable, it's Lighthouse time.

All things considered, I like the new glass. I'm glad it actually acts as a barrier for a few hits, then it busts open. It gives much needed breathing room in certain maps.
A Tier:


Rounding out our A tier bottom is the new beast on the block, Aquarium!!! Congrats, BL, you knocked this out of the park. The squid arms function as well as I can expect, and they are legitimate threats. With the slower water eliminations due to drowning, you can bet that being in the water is a total viability, but don't touch the squid's tentacles, because he's pretty hard to escape if he grabs ya good.

The rest of the map is nothing to write home about. The benches and displays give you a feel of the space, and they even put vending in the locked off area, because of COURSE Beef Co needs to put their sleazy corporate logo on every map...Tornado the squid is a welcome addition to Gang Beasts, and I look forward to the waves mode of this map.



Incinerator is always a fun map. Eliminations are usually earned, barrels are a fun and effective weapon with obvious counters, and there is a LOT of terrain to cover without making the map campy or forcing people to run away the whole time.

I still think there's something that could have been done to strengthen the fence; it gets in the way more often than not by polluting the floor. But it's still a solid A tier.



Trucks did not receive major changes. That being said, it's Trucks. One of the best maps in the game, from a casual or serious point of view. Everything I could say has been said a million times, so I'll keep it short.

The truck signs open up new timed scenarios to screw your opponent without dying yourself, but doesn't interrupt the flow of the game when they aren't there, and are easily telegraphed by the fact that you see them a mile away. You can still get in the back of the trucks, which is a pain to deal with, but it's easier to deal with those people now. The trucks also bounce and do strange swerves randomly, which is rare, but always fun enough without ruining someones match.

Solid A tier for trucks, and of course, the last of the Big 3...



Grind has always been solid. The main way to play is still the same. But now, there's a bit of variance. The pink goop is a very interesting Non-Newtonian fluid that sticks you before sinking you, making it hard to struggle or swim out of. If you're a grappler who doesn't want to gimp someone center grinders, now you have a good throw elimination option.

The map now feels top of the line like it should, it's probably one of my favorites, and I have to rank it A tier for how consistent and enjoyable it is without being overbearing.



Rounding out A tier is Gondolas. What can I say? This map has a little something for everyone. It really makes you *FEEL* like you're a gang beast.

In all seriousness, this map has great ledges, is a PERFECT utilization of ropes, and good, long spaces. On it's own, that's a good map. But then, they patched out the window spawning bugs and fixed certain rope glitches! Cherry on top? The board in the center of the stage is always so much fun to utilize. You can bait opponents onto it, then toss it off along with the opponent, or use it like a pole vault to jump across AND drop the bridge at the same time.

Lovely map, now let's get into our TOP 3.
S Tier:
Originally, S Tier would house only ONE stage. After enough thought, I decided to put 3 in here instead. In my eyes, these maps are all equal in how great they are. So let's just dive into our Top 3 maps in Gang Beasts.































Elevators is an incredible map that was originally at the bottom of my list. Why? Because the map used to be plagued with so many bugs, I had no choice but to make it 17th place out of 18, only one stage better than Buoy. Elevators has not only had all the biggest bugs removed, but the polish aesthetically and the improved glass and barriers makes the map feel really good. There's just so much to do, and it's extremely fun. The ropes holding the elevators can be broken to drop the elevator down, but if you break it, you will be hard pressed to find somewhere else to go, as the other elevator will be much harder to reach.

Simple, and I love the dynamics of each elevator being above or below the other, it makes each fight on the elevators feel secluded, but directly involved with the other. Because you can't just worry about being eliminated from someone on your elevator, you also need to pay attention to the other one.

S tier map, congrats! Elevators earns the "Most Improved" award for a Gang Beasts map.



Of course Roof is going to be S tier. It was the best on my last iteration of this list, and since both top maps have hardly changed, I've decided that they shouldn't be ranked against each other, but that both are equally as awesome!

Roof is an open map with so much to interact with, 2 layers, a skylight you can throw opponents through, billboards you can topple, satellites you can weaponize, and air ducts you can use to create a little distance with. The ledge is still the best in the game, being just high enough to prevent suiciding, but being just low enough to get nasty dropkick kills with.

Beautiful map with lots packed in, easily deserves the S tier.



And if Roof is S tier, you can bet your buns that Ring is gonna be the last map to round us off. If Roof is more of a casual playground, Ring is it's more serious but equally as fun cousin. Ring is incredibly simple. You cannot just walk off with an opponent, you MUST throw them over the top rope, and both feet must touch the floor; winner gets a Wrestlemania match.

Ring is the most simple, yet most delightful experience. Me and my buds will warm up with a 5-stock ring to get into a good mood and mindset. It's perfect for labbing out new move combinations, or just getting to beat up randos in. If you win on Ring, it's considered the most deserving victory, because you had to outmuscle, outskill and outsmart all or most of your opponents to be the Beef Rumble winner.

Easy S tier
Conclusion
Something something something, I'm the best. My opinions are always right, don't challenge me.

Or do. Put what you think in the comments. Do you think my treatment of Blimp is unfair? Comment! Do you think Wheel is secretly the best map? Comment it, baby! Do you wish for old Elevators back? What is wrong with you? Comment it and I'll take you to school!!!

3 Comments
contributative Jan 5, 2023 @ 6:24pm 
galaxy dont say f_cked replace it with sh_tt
galaxy Jan 17, 2022 @ 12:52am 
jimbo dont say oof replce it with f_cked
Kahiru Dec 11, 2020 @ 8:02am 
uh my favorite stage is girders because its alot of fun to throw someone of a high platform onto a spot that can fall and watch them OOF